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53 lines
1.7 KiB
53 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Entity that propagates general data needed by clients for non-player AI characters |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef MONSTER_RESOURCE_H |
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#define MONSTER_RESOURCE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "shareddefs.h" |
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class CMonsterResource : public CBaseEntity |
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{ |
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DECLARE_CLASS( CMonsterResource, CBaseEntity ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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virtual void Spawn( void ); |
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; } |
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virtual void Update( void ); |
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virtual int UpdateTransmitState( void ); |
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virtual void SetBossHealthPercentage( float percentFull ); // if this is nonnegative, a HUD meter will be shown |
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virtual void HideBossHealthMeter( void ); |
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virtual void SetBossStunPercentage( float percentFull ); |
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virtual void HideBossStunMeter( void ); |
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virtual void StartSkillShotComboMeter( float comboMaxDuration ); |
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virtual void IncrementSkillShotComboMeter( void ); |
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virtual void HideSkillShotComboMeter( void ); |
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void SetBossState( int iState ) { m_iBossState = iState; } |
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protected: |
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CNetworkVar( int, m_iBossHealthPercentageByte ); // 0-255 |
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CNetworkVar( int, m_iBossStunPercentageByte ); // 0-255 |
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CNetworkVar( int, m_iSkillShotCompleteCount ); // the number of consecutive skill shots that have been completed. 0 = don't show combo HUD |
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CNetworkVar( float, m_fSkillShotComboEndTime ); // the time when the current skill shot combo window closes |
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CNetworkVar( int, m_iBossState ); // boss state? |
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}; |
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extern CMonsterResource *g_pMonsterResource; |
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#endif // MONSTER_RESOURCE_H
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